Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Feces Hits the Rotating Oscillator
Panzer Lehr #18
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 130th "Lehr" Panzer Division
United States 24th Cavalry Squadron
United States 2nd "Hell on Wheels" Armored Division
Display
Balance:



Overall balance chart for PaLe018
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4.33
Scenario Rank: --- of 940
Parent Game Panzer Lehr
Historicity Historical
Date 1944-07-27
Start Time 16:45
Turn Count 8
Visibility Day
Counters 26
Net Morale 0
Net Initiative 1
Maps 2: 1, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 145
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Hidden Units
Minefields
Smoke
Scenario Requirements & Playability
Eastern Front Maps
Elsenborn Ridge Counters
Panzer Lehr Base Game
Introduction

The GIs of CCA had pushed hard for the last 36 hours, catching what little sleep they could while trying to keep the Germans on the run. When the commanders attended their 1600 hours conference with General Rose on the 27th, they assumed it was to discuss the next day's plan. They were wrong. Shortly thereafter the cavalry began racing south once again.

Conclusion

General Rose hoped Le Denisiere and possibly Villebaudon would be taken before night fell. Alas, it was not to be. The cavalry became entagled with the resisting enemy before advancing much further. The superior armament of Panzer Lehr's armored cars allowed them to dictate the terms of the engagement. Before long, General Rose had to accept that the Germans had been pushed as far as possible today.

Additional Notes

The location quoted in the Conclusions as Le Denisiere should be La Denisiere. It lies about 4km north of Villebaudon


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
130th "Lehr" Panzer Division
  • Foot
  • Mechanized
  • Motorized
Heer
  • Mechanized
United States Order of Battle
Army
  • Motorized

Display AARs (3)

Blown Through
Author Retiredgrunt17
Method Solo
Victor United States
Play Date 2018-02-20
Language English
Scenario PaLe018

Neither side has a lot of u it’s, but the US does have numbers. The Germans had set up a blocking position on the road with their armored cars in the center. The US started pushing the center and then pushed in strength to their left. The Germans tried to re-orient, but the US had too much firepower and they were unable to stop the US in exiting in numbers that gave them the win.

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Count to 8
Author Matt W
Method Solo
Victor Germany
Play Date 2012-09-11
Language English
Scenario PaLe018

This is an 8 (eight) turn scenario. The Americans are charged with the responsibility to cross the board in 8 turns against what is most likely a very hidden group of German recon troops. The Americans are also a recon group and have the usual mix of M8s, M5s, Scotts and mounted infantry. While Panzer Lehr has a similar mix they do have substantially better AT guns with the Puma AC. Hidden as it is this can do some serious damage.

Panzer Lehr had mined the road thus pushing the Americans off road. My Americans entered carefully watching for hidden Germans in the fields or hills. They veered east which countered the German plan and forced some movement of the forward troops (INF and APC). The Stuarts then veered back across the road as the M8s rushed for the center to flush the Germans. One M8 was lost to the Puma which, having fired was now targeted by the Stuarts. The remaining M8s exited the board.

Unfortunately, at that point the American commander (me) got too caught up in the battle and lost count of the scenario. Before I knew it turn 8 was upon me and the Americans, while clearly in position to hammer the Germans, were nowhere near getting off the board. This was a clear German victory and one which bears playing again. The lesson is, of course, to remember your objective and plan your actions to accomplish the goal, as opposed to beating the heck out of the other guy.

The hidden German units are critical to playing this scenario. There was much discussion when these came out about the fact that all the scenarios use hidden units. While this slightly inhibits playing solo I find that I have played enough hidden unit scenarios ftf to understand the "flushing" nature of the maneuvering and can enjoy these scenarios with the units "hidden". This is a very competitive scenario and one which could be fun either ftf or solo. I give it a "4".

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Normandy cows
Author leonard (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2013-07-24
Language English
Scenario PaLe018

I was commanding the Panzer Lehr in this nice little scenario. All my units started hidden : a real joy when playing face to face ! The US player chose to drop all the infantry and M3 halftracks : he kept them off the game because too vulnerable to defensive fire and any left over US unit on the board, at the end of the game, is considered eliminated. It was quite a close affair : in such a small scenario some dice rolling are really critical ! Hidden units were holding panzerfausts and one US vehicle paid the price. But when one of his stuart platoons came in range of my Puma and got the initiative on the next turn, I was happy to see him missing me with both shots. My back firing went right through the Stuart thin armor plates ! However his armored cars were too fast to be caught and he was at the edge of exiting them both forcing a draw if he did. It began to be a real race : all my halftracks pursued the US armored cars... And then these armored cars tried to get a few more points by shooting at the German vehicles, before exiting. Again : two misses ! I only had to finish the job : one more US armored car went down and another was disrupted due to infantry fire (X on direct fire and Morale check failed). Major German victory. Real fun. Only point down is the maps : this is not Normandy at all !!! They use Eastern front maps in a bocage country south of St-Lo ! Map 13 from Airborne would have been perfect (without the swamps).

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